From ff77a95916417ac31cb0226dfc50d3220142fa5c Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Mon, 25 Nov 2019 18:18:44 +0000 Subject: [PATCH] Update INSTRUCTIONS_SINGLEROOM.md --- INSTRUCTIONS_SINGLEROOM.md | 11 +---------- 1 file changed, 1 insertion(+), 10 deletions(-) diff --git a/INSTRUCTIONS_SINGLEROOM.md b/INSTRUCTIONS_SINGLEROOM.md index a6d3ac1..886d248 100644 --- a/INSTRUCTIONS_SINGLEROOM.md +++ b/INSTRUCTIONS_SINGLEROOM.md @@ -49,17 +49,8 @@ LRoomManager.rooms_set_camera($Camera) There are some extra considerations for lighting, especially moving lights. Please see the main [INSTRUCTIONS.md](INSTRUCTIONS.md) for more detail. ### Omni and Spot Lights -Omnis and Spot lights should be placed in the room. If they are non-moving, that is all that is required. If they are moving lights there is an extra step required for them to cull correctly: +Omnis and Spot lights should be placed in the room. They can be dynamic. -1) After converting the level, you should call: -``` -# where node_my_light is your light node (use e.g. the Godot find_node function) -$LRoomManager.dynamic_light_register(node_my_light) -``` -2) Upon moving or rotating the light you should call: -``` -$LRoomManager.dynamic_light_update(node_my_light) -``` ### Directional Lights Directional lights are not associated with a room, so should be added to the scene graph OUTSIDE the room. To tell LPortal to use them in culling you should call: ```